diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 96c9856d3e91ead2ac9bff6c59cc86de6c79db8c..206d6e4d8301b561a14fb27b460731e9e78ad84c 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
//R: TRect;
lln: Integer;
lx, ly, lrad: Integer;
- ltminx, ltminy, ltmaxx, ltmaxy: Integer;
begin
if (p = nil) or (p.FDummy) then
begin
g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID2);
g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WATER);
+ //TODO: lights should be in separate grid, i think
+ // but on the other side: grid may be slower for dynlights, as their lifetime is short
if gwin_has_stencil and (g_dynLightCount > 0) then
begin
- // get light bounds
- ltminx := $3fffffff;
- ltminy := $3fffffff;
- ltmaxx := -$3fffffff;
- ltmaxy := -$3fffffff;
+ // setup OpenGL parameters
+ glStencilMask($FFFFFFFF);
+ glStencilFunc(GL_ALWAYS, 0, $FFFFFFFF);
+ glEnable(GL_STENCIL_TEST);
+ glEnable(GL_SCISSOR_TEST);
+ glClear(GL_STENCIL_BUFFER_BIT);
+ glStencilFunc(GL_EQUAL, 0, $ff);
for lln := 0 to g_dynLightCount-1 do
begin
- lx := g_dynLights[lln].x-sX;
- ly := g_dynLights[lln].y-sY;
+ lx := g_dynLights[lln].x;
+ ly := g_dynLights[lln].y;
lrad := g_dynLights[lln].radius;
if lrad < 3 then continue;
- if lx+lrad < 0 then continue;
- if ly+lrad < 0 then continue;
- if lx-lrad >= gPlayerScreenSize.X then continue;
- if ly-lrad >= gPlayerScreenSize.Y then continue;
-
- lx := lx+sX;
- ly := ly+sY;
-
- if ltminx > lx-lrad then ltminx := lx-lrad;
- if ltminy > ly-lrad then ltminy := ly-lrad;
- if ltmaxx < lx+lrad then ltmaxx := lx+lrad;
- if ltmaxy < ly+lrad then ltmaxy := ly+lrad;
- end;
-
- if g_Map_BuildPLP(ltminx, ltminy, ltmaxx, ltmaxy) then
- begin
- // setup OpenGL parameters
- glStencilMask($FFFFFFFF);
- glStencilFunc(GL_ALWAYS, 0, $FFFFFFFF);
- glEnable(GL_STENCIL_TEST);
- glEnable(GL_SCISSOR_TEST);
- glClear(GL_STENCIL_BUFFER_BIT);
- glStencilFunc(GL_EQUAL, 0, $ff);
-
- for lln := 0 to g_dynLightCount-1 do
- begin
- lx := g_dynLights[lln].x;
- ly := g_dynLights[lln].y;
- lrad := g_dynLights[lln].radius;
- if lrad < 3 then continue;
- // set scissor to optimize drawing
- glScissor((lx-sX)-lrad+2, gPlayerScreenSize.Y-(ly-sY)-lrad-1+2, lrad*2-4, lrad*2-4);
- // no need to clear stencil buffer, light blitting will do it for us
- glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
- // draw extruded panels
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // no need to modify color buffer
- if (lrad > 4) then g_Map_DrawPanelShadowVolumes(lx, ly, lrad);
- // render light texture
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // modify color buffer
- glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); // draw light, and clear stencil buffer
- // blend it
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_TEXTURE_2D);
- // color and opacity
- glColor4f(g_dynLights[lln].r, g_dynLights[lln].g, g_dynLights[lln].b, g_dynLights[lln].a);
- glBindTexture(GL_TEXTURE_2D, g_Texture_Light());
- glBegin(GL_QUADS);
- glTexCoord2f(0.0, 0.0); glVertex2i(lx-lrad, ly-lrad); // top-left
- glTexCoord2f(1.0, 0.0); glVertex2i(lx+lrad, ly-lrad); // top-right
- glTexCoord2f(1.0, 1.0); glVertex2i(lx+lrad, ly+lrad); // bottom-right
- glTexCoord2f(0.0, 1.0); glVertex2i(lx-lrad, ly+lrad); // bottom-left
- glEnd();
- end;
-
- // done
- glDisable(GL_STENCIL_TEST);
+ if lx-sX+lrad < 0 then continue;
+ if ly-sY+lrad < 0 then continue;
+ if lx-sX-lrad >= gPlayerScreenSize.X then continue;
+ if ly-sY-lrad >= gPlayerScreenSize.Y then continue;
+
+ // set scissor to optimize drawing
+ glScissor((lx-sX)-lrad+2, gPlayerScreenSize.Y-(ly-sY)-lrad-1+2, lrad*2-4, lrad*2-4);
+ // no need to clear stencil buffer, light blitting will do it for us
+ glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
+ // draw extruded panels
+ glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
- glDisable(GL_SCISSOR_TEST);
- glScissor(0, 0, sWidth, sHeight);
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // no need to modify color buffer
+ if (lrad > 4) then g_Map_DrawPanelShadowVolumes(lx, ly, lrad);
+ // render light texture
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // modify color buffer
+ glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); // draw light, and clear stencil buffer
+ // blend it
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_TEXTURE_2D);
+ // color and opacity
+ glColor4f(g_dynLights[lln].r, g_dynLights[lln].g, g_dynLights[lln].b, g_dynLights[lln].a);
+ glBindTexture(GL_TEXTURE_2D, g_Texture_Light());
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0, 0.0); glVertex2i(lx-lrad, ly-lrad); // top-left
+ glTexCoord2f(1.0, 0.0); glVertex2i(lx+lrad, ly-lrad); // top-right
+ glTexCoord2f(1.0, 1.0); glVertex2i(lx+lrad, ly+lrad); // bottom-right
+ glTexCoord2f(0.0, 1.0); glVertex2i(lx-lrad, ly+lrad); // bottom-left
+ glEnd();
end;
+
+ // done
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_BLEND);
+ glDisable(GL_SCISSOR_TEST);
+ glScissor(0, 0, sWidth, sHeight);
end;
g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE);